Player model import issue
by Chris Mooney · in Torque Game Engine · 10/05/2007 (7:59 am) · 3 replies
I faintly remember having this problem years ago but I cant remember how I fixed it.
I've exported the character model and dropped it in TGEA, im doing this before animation to make sure things are going ok. Anyway the model appears to be inverted in places, it almost looks like an optical illusion im really quite confused by it. It appears to be fine within max and the UV isnt messed up either.
The player in-game:
www.timeofhonor.com/playermodel1.JPG
www.timeofhonor.com/playermodel2.JPG
www.timeofhonor.com/playermodel3.JPG
Max schematic view:
www.timeofhonor.com/schematic.jpg
If anyone has any Ideas I would appreciate it :).
Chris
I've exported the character model and dropped it in TGEA, im doing this before animation to make sure things are going ok. Anyway the model appears to be inverted in places, it almost looks like an optical illusion im really quite confused by it. It appears to be fine within max and the UV isnt messed up either.
The player in-game:
www.timeofhonor.com/playermodel1.JPG
www.timeofhonor.com/playermodel2.JPG
www.timeofhonor.com/playermodel3.JPG
Max schematic view:
www.timeofhonor.com/schematic.jpg
If anyone has any Ideas I would appreciate it :).
Chris
#2
10/07/2007 (6:13 am)
Invert your normals, clean your transforms.
#3
Make sure the model is closed.
If there is an option in max try to make it recalc normals (collapse to editable mesh first).
Try exporting it from max to another format and import it into another app (milkshape/blender/fragmotion etc) to see if it has the same problem.
10/08/2007 (10:06 am)
If the model is skinned, check LOD (multires?) levels. Make sure the model is closed.
If there is an option in max try to make it recalc normals (collapse to editable mesh first).
Try exporting it from max to another format and import it into another app (milkshape/blender/fragmotion etc) to see if it has the same problem.
Torque Owner Chris Mooney
Texel Games
Chris